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Koobze

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Everything posted by Koobze

  1. [quote name='Probus'] DockingGuidance { @unlockTechs = orbitalAssembly } RendezvousAutopilotWindow { @unlockTechs = orbitalAssembly } RendezvousGuidance { @unlockTechs = orbitalAssembly }[/QUOTE] Thanks for the information!! The MechJeb icon in the tech tree said docking/rendezvous unlocked with the Docking node, which is why I thought something was broken. I will have a look at where Orbital Assembly is on the tree and try to aim for that on a new career game. Cheers! Edit: So I think I found the issue - you need some additional nodes unlocked to see the Docking Autopilot. I had the "Advanced Docking" tech node unlocked, but I think that you also need some of the Advanced Unmanned Probes nodes unlocked before you get to see everything - not 100% sure as I tested it by giving myself loads of science and unlocking both the Advanced Unmanned line as well as the Communications tech nodes. But at least I know how to make it work now ;)
  2. I really like this mod, compared to the stock tech tree and the others I've tried it feels more right and the pacing is much better. The only thing I don't like is docking, and I usually let Mechjeb do that for me - but it doesn't work with this mod. Does anyone know if there is an easy fix for that? I'm using the latest mechjeb dev build but after unlocking the relevant tech tree nodes the Docking/Rendezvous mechjeb windows don't appear.
  3. Good idea, completely forgot about HyperEdit despite abusing it all the time.
  4. Thanks, for now I am using flightID but I will keep an eye on it to see if it changes. On an unrelated note... I've been trying to figure out how to change a Kerbal's velocity, but I can't seem to get it right. Been trying to make a Star Trek style teleporter to beam down to the surface of the planet, but every time my Kerbal retains his orbit velocity and smashes into the planet. I've tried using the kerbal's vessel.ChangeWorldVelocity, changing his rigidbody.velocity, changing his obt_velocity, but nothing seems to work. Anyone know how to get this done? I've killed Jeb so many times now. And what is World Velocity anyway? I don't see anywhere to actually query it.
  5. Edit: Nevermind! Found that "flightID" does this exactly. I am trying to link two objects, and save the reference between them in a persistent KSPField. Just saving the pointer doesn't work since the address will change each time etc, is there some consistent way to get a specific object after saving and loading? I think that the "routine mission manager" mod has you manually name a docking port, which is then uses as a reference to find it again after load, but I wanted something more automatic. Is there an internal part-instance-id that stays consistent across saves? Or am I best to generate a random GUID for my part and reference that way? Thanks!
  6. Thanks for the info guys! Can you point me at where that's best done? I've tried messing with a child-part's transform.position and it seemed to do nothing, same with offset. Is it .attPos? Edit: It actually is transform.position. No idea what I was doing wrong before, but I tried it again now and it works.
  7. I am trying to write my first plugin, but am running up against a wall. I would like to resize a part via right-click, for example to shrink parts of a ship while in-flight. I tried modifying the Mesh vertices and updating the bounds, I tried modifying the collider's bounds.size directly, changing scaleFactor and rescaleFactor, but none if it seems to achieve what I want. Changing the vertices worked, but the other parts attached to the resized part remained where they used to be, still connected to the previous location, without updating to reflect the new visual size of the object. Am I missing something obvious? Can someone point me in the right direction? I've looked at some existing mods (infernal robotics, b9) but can't find the relevant part of the code. Thanks!
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